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Collaboration diagram for ContactManager:</div>
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Public Attributes</h2></td></tr>
<tr class="memitem:a345bca47fbeeeb0262fc6c70de58e92f"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_contact_manager.html#a345bca47fbeeeb0262fc6c70de58e92f">VelocityConstraintsMultithreadThreshold</a> = int.MaxValue</td></tr>
<tr class="memdesc:a345bca47fbeeeb0262fc6c70de58e92f"><td class="mdescLeft">&#160;</td><td class="mdescRight">A threshold for activating multiple cores to solve VelocityConstraints. An <a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_island.html" title="This is an internal class.">Island</a> with a contact count above this threshold will use multiple threads to solve VelocityConstraints. A value of 0 will always use multithreading. A value of (int.MaxValue) will never use multithreading. Typical values are {128 or 256}.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_contact_manager.html#a345bca47fbeeeb0262fc6c70de58e92f">More...</a><br /></td></tr>
<tr class="separator:a345bca47fbeeeb0262fc6c70de58e92f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a447f24cf9dbde01a284560f80f5f40fc"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_contact_manager.html#a447f24cf9dbde01a284560f80f5f40fc">PositionConstraintsMultithreadThreshold</a> = int.MaxValue</td></tr>
<tr class="memdesc:a447f24cf9dbde01a284560f80f5f40fc"><td class="mdescLeft">&#160;</td><td class="mdescRight">A threshold for activating multiple cores to solve PositionConstraints. An <a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_island.html" title="This is an internal class.">Island</a> with a contact count above this threshold will use multiple threads to solve PositionConstraints. A value of 0 will always use multithreading. A value of (int.MaxValue) will never use multithreading. Typical values are {128 or 256}.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_contact_manager.html#a447f24cf9dbde01a284560f80f5f40fc">More...</a><br /></td></tr>
<tr class="separator:a447f24cf9dbde01a284560f80f5f40fc"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a8218cfdbd44afd0e4fd178cf9901c80a"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_contact_manager.html#a8218cfdbd44afd0e4fd178cf9901c80a">CollideMultithreadThreshold</a> = int.MaxValue</td></tr>
<tr class="memdesc:a8218cfdbd44afd0e4fd178cf9901c80a"><td class="mdescLeft">&#160;</td><td class="mdescRight">A threshold for activating multiple cores to solve Collide. An <a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_world.html" title="The world class manages all physics entities, dynamic simulation, and asynchronous queries.">World</a> with a contact count above this threshold will use multiple threads to solve Collide. A value of 0 will always use multithreading. A value of (int.MaxValue) will never use multithreading. Typical values are {128 or 256}.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_contact_manager.html#a8218cfdbd44afd0e4fd178cf9901c80a">More...</a><br /></td></tr>
<tr class="separator:a8218cfdbd44afd0e4fd178cf9901c80a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:afbbd30128f35f52a412bfa976979263f"><td class="memItemLeft" align="right" valign="top"><a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_dynamics.html#acfb07c253a2cc64acd0cde25171a421f">BeginContactDelegate</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_contact_manager.html#afbbd30128f35f52a412bfa976979263f">BeginContact</a></td></tr>
<tr class="memdesc:afbbd30128f35f52a412bfa976979263f"><td class="mdescLeft">&#160;</td><td class="mdescRight">Fires when a contact is created  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_contact_manager.html#afbbd30128f35f52a412bfa976979263f">More...</a><br /></td></tr>
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readonly <a class="el" href="interfacenkast_1_1_aether_1_1_physics2_d_1_1_collision_1_1_i_broad_phase.html">IBroadPhase</a>&#160;</td><td class="memItemRight" valign="bottom"><b>BroadPhase</b></td></tr>
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<tr class="memitem:abb7e8662280422f0192e197101fb454f"><td class="memItemLeft" align="right" valign="top"><a id="abb7e8662280422f0192e197101fb454f"></a>
readonly <a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_contacts_1_1_contact_list_head.html">ContactListHead</a>&#160;</td><td class="memItemRight" valign="bottom"><b>ContactList</b></td></tr>
<tr class="separator:abb7e8662280422f0192e197101fb454f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ad89ea453cec1bf36fdc1b1343b1b37e6"><td class="memItemLeft" align="right" valign="top">CollisionFilterDelegate&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_contact_manager.html#ad89ea453cec1bf36fdc1b1343b1b37e6">ContactFilter</a></td></tr>
<tr class="memdesc:ad89ea453cec1bf36fdc1b1343b1b37e6"><td class="mdescLeft">&#160;</td><td class="mdescRight">The filter used by the contact manager.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_contact_manager.html#ad89ea453cec1bf36fdc1b1343b1b37e6">More...</a><br /></td></tr>
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<tr class="memitem:a14346a31390006aad45d83430d50192c"><td class="memItemLeft" align="right" valign="top"><a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_dynamics.html#a937b2b18316e7a01fbab45a2ea93db88">EndContactDelegate</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_contact_manager.html#a14346a31390006aad45d83430d50192c">EndContact</a></td></tr>
<tr class="memdesc:a14346a31390006aad45d83430d50192c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Fires when a contact is deleted  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_contact_manager.html#a14346a31390006aad45d83430d50192c">More...</a><br /></td></tr>
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<tr class="memitem:abcaa5eaaeeb00f311ad3f05176402f8f"><td class="memItemLeft" align="right" valign="top">BroadphaseDelegate&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_contact_manager.html#abcaa5eaaeeb00f311ad3f05176402f8f">OnBroadphaseCollision</a></td></tr>
<tr class="memdesc:abcaa5eaaeeb00f311ad3f05176402f8f"><td class="mdescLeft">&#160;</td><td class="mdescRight">Fires when the broadphase detects that two Fixtures are close to each other.  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_contact_manager.html#abcaa5eaaeeb00f311ad3f05176402f8f">More...</a><br /></td></tr>
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<tr class="memitem:a715119ff8700296623b84d8ec8d32023"><td class="memItemLeft" align="right" valign="top">PostSolveDelegate&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_contact_manager.html#a715119ff8700296623b84d8ec8d32023">PostSolve</a></td></tr>
<tr class="memdesc:a715119ff8700296623b84d8ec8d32023"><td class="mdescLeft">&#160;</td><td class="mdescRight">Fires after the solver has run  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_contact_manager.html#a715119ff8700296623b84d8ec8d32023">More...</a><br /></td></tr>
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<tr class="memitem:a4c1cc489f8d2e394e136d0399a58a717"><td class="memItemLeft" align="right" valign="top">PreSolveDelegate&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_contact_manager.html#a4c1cc489f8d2e394e136d0399a58a717">PreSolve</a></td></tr>
<tr class="memdesc:a4c1cc489f8d2e394e136d0399a58a717"><td class="mdescLeft">&#160;</td><td class="mdescRight">Fires before the solver runs  <a href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_contact_manager.html#a4c1cc489f8d2e394e136d0399a58a717">More...</a><br /></td></tr>
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Properties</h2></td></tr>
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int&#160;</td><td class="memItemRight" valign="bottom"><b>ContactCount</b><code> [get]</code></td></tr>
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<h2 class="groupheader">Member Data Documentation</h2>
<a id="afbbd30128f35f52a412bfa976979263f"></a>
<h2 class="memtitle"><span class="permalink"><a href="#afbbd30128f35f52a412bfa976979263f">&#9670;&nbsp;</a></span>BeginContact</h2>

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          <td class="memname"><a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_dynamics.html#acfb07c253a2cc64acd0cde25171a421f">BeginContactDelegate</a> BeginContact</td>
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<p>Fires when a contact is created </p>

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<a id="a8218cfdbd44afd0e4fd178cf9901c80a"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a8218cfdbd44afd0e4fd178cf9901c80a">&#9670;&nbsp;</a></span>CollideMultithreadThreshold</h2>

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          <td class="memname">int CollideMultithreadThreshold = int.MaxValue</td>
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<p>A threshold for activating multiple cores to solve Collide. An <a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_world.html" title="The world class manages all physics entities, dynamic simulation, and asynchronous queries.">World</a> with a contact count above this threshold will use multiple threads to solve Collide. A value of 0 will always use multithreading. A value of (int.MaxValue) will never use multithreading. Typical values are {128 or 256}. </p>

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<a id="ad89ea453cec1bf36fdc1b1343b1b37e6"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ad89ea453cec1bf36fdc1b1343b1b37e6">&#9670;&nbsp;</a></span>ContactFilter</h2>

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          <td class="memname">CollisionFilterDelegate ContactFilter</td>
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<p>The filter used by the contact manager. </p>

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<a id="a14346a31390006aad45d83430d50192c"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a14346a31390006aad45d83430d50192c">&#9670;&nbsp;</a></span>EndContact</h2>

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          <td class="memname"><a class="el" href="namespacenkast_1_1_aether_1_1_physics2_d_1_1_dynamics.html#a937b2b18316e7a01fbab45a2ea93db88">EndContactDelegate</a> EndContact</td>
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<p>Fires when a contact is deleted </p>

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<a id="abcaa5eaaeeb00f311ad3f05176402f8f"></a>
<h2 class="memtitle"><span class="permalink"><a href="#abcaa5eaaeeb00f311ad3f05176402f8f">&#9670;&nbsp;</a></span>OnBroadphaseCollision</h2>

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<p>Fires when the broadphase detects that two Fixtures are close to each other. </p>

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<a id="a447f24cf9dbde01a284560f80f5f40fc"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a447f24cf9dbde01a284560f80f5f40fc">&#9670;&nbsp;</a></span>PositionConstraintsMultithreadThreshold</h2>

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          <td class="memname">int PositionConstraintsMultithreadThreshold = int.MaxValue</td>
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<p>A threshold for activating multiple cores to solve PositionConstraints. An <a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_island.html" title="This is an internal class.">Island</a> with a contact count above this threshold will use multiple threads to solve PositionConstraints. A value of 0 will always use multithreading. A value of (int.MaxValue) will never use multithreading. Typical values are {128 or 256}. </p>

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<a id="a715119ff8700296623b84d8ec8d32023"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a715119ff8700296623b84d8ec8d32023">&#9670;&nbsp;</a></span>PostSolve</h2>

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<p>Fires after the solver has run </p>

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<a id="a4c1cc489f8d2e394e136d0399a58a717"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a4c1cc489f8d2e394e136d0399a58a717">&#9670;&nbsp;</a></span>PreSolve</h2>

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<p>Fires before the solver runs </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a345bca47fbeeeb0262fc6c70de58e92f">&#9670;&nbsp;</a></span>VelocityConstraintsMultithreadThreshold</h2>

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          <td class="memname">int VelocityConstraintsMultithreadThreshold = int.MaxValue</td>
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<p>A threshold for activating multiple cores to solve VelocityConstraints. An <a class="el" href="classnkast_1_1_aether_1_1_physics2_d_1_1_dynamics_1_1_island.html" title="This is an internal class.">Island</a> with a contact count above this threshold will use multiple threads to solve VelocityConstraints. A value of 0 will always use multithreading. A value of (int.MaxValue) will never use multithreading. Typical values are {128 or 256}. </p>

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<hr/>The documentation for this class was generated from the following file:<ul>
<li>Physics2D/Dynamics/ContactManager.cs</li>
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